I'd like to make it so that certain planetary improvements require another improvement to already be present (but not upgraded from it).
In the current ImprovementDefs, improvements have certain Tech requirements, but none have Improvement requirements other than upgrades.
In the StarbaseModuleDefs, it is clear to see that the Prerequ tag can process this. For instance:
<Prerequ>
<Techs>
<Option>KineticAugmentation</Option>
</Techs>
<StarbaseModule>MilitaryRingModule</StarbaseModule>
</Prerequ>
Here StarbaseModule is defined in the PrerequiteDefs.xsd, just as Improvements is defined:
<xs:element name="Improvement" type="xs:string" minOccurs="0" maxOccurs="unbounded"/>
<xs:element name="StarbaseModule" type="xs:string" minOccurs="0" maxOccurs="unbounded"/>
It would seem then that the same method could be used for building planetary improvements. This tried to make an improvement upon which the basic factory is dependent. I successfully created the improvement (it shows up in game) with the InternalName "Kuja_GrowthFramework". Then for the factory, in the prerequ tag I have:
<Prerequ>
<Techs>
<Option>ColonizationTech</Option>
</Techs>
<Improvement>Kuja_GrowthFramework</Improvement>
</Prerequ>
However, in game, the factory can still be built without the newly created improvement.
Any suggestions?